/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl.input.c -- builds an intended movement command to send to the server // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All // rights reserved. #include "q_defs.h" extern cvar_t cl_maxpitch; //johnfitz -- variable pitch clamping extern cvar_t cl_minpitch; //johnfitz -- variable pitch clamping /* =============================================================================== KEY BUTTONS Continuous button event tracking is complicated by the fact that two different input sources (say, mouse button 1 and the control key) can both press the same button, but the button should only be released when both of the pressing key have been released. When a key event issues a button command (+forward, +attack, etc), it appends its key number as a parameter to the command so it can be matched up with the release. state bit 0 is the current state of the key state bit 1 is edge triggered on the up to down transition state bit 2 is edge triggered on the down to up transition =============================================================================== */ kbutton_t in_mlook, in_klook; kbutton_t in_left, in_right, in_forward, in_back; kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright; kbutton_t in_strafe, in_speed, in_use, in_jump, in_attack; kbutton_t in_up, in_down; int32_t in_impulse; void KeyDown(kbutton_t *b) { int32_t k; const char *c; c = Cmd_Argv(1); if(c[0]) k = atoi(c); else k = -1; // typed manually at the console for continuous down if(k == b->down[0] || k == b->down[1]) return; // repeating key if(!b->down[0]) b->down[0] = k; else if(!b->down[1]) b->down[1] = k; else { Con_Printf("Three keys down for a button!\n"); return; } if(b->state & 1) return; // still down b->state |= 1 + 2; // down + impulse down } void KeyUp(kbutton_t *b) { int32_t k; const char *c; c = Cmd_Argv(1); if(c[0]) k = atoi(c); else { // typed manually at the console, assume for unsticking, so clear all b->down[0] = b->down[1] = 0; b->state = 4; // impulse up return; } if(b->down[0] == k) b->down[0] = 0; else if(b->down[1] == k) b->down[1] = 0; else return; // key up without coresponding down (menu pass through) if(b->down[0] || b->down[1]) return; // some other key is still holding it down if(!(b->state & 1)) return; // still up (this should not happen) b->state &= ~1; // now up b->state |= 4; // impulse up } void IN_KLookDown(void) { KeyDown(&in_klook); } void IN_KLookUp(void) { KeyUp(&in_klook); } void IN_MLookDown(void) { KeyDown(&in_mlook); } void IN_MLookUp(void) { KeyUp(&in_mlook); if(!(in_mlook.state & 1) && lookspring.value) V_StartPitchDrift(); } void IN_UpDown(void) { KeyDown(&in_up); } void IN_UpUp(void) { KeyUp(&in_up); } void IN_DownDown(void) { KeyDown(&in_down); } void IN_DownUp(void) { KeyUp(&in_down); } void IN_LeftDown(void) { KeyDown(&in_left); } void IN_LeftUp(void) { KeyUp(&in_left); } void IN_RightDown(void) { KeyDown(&in_right); } void IN_RightUp(void) { KeyUp(&in_right); } void IN_ForwardDown(void) { KeyDown(&in_forward); } void IN_ForwardUp(void) { KeyUp(&in_forward); } void IN_BackDown(void) { KeyDown(&in_back); } void IN_BackUp(void) { KeyUp(&in_back); } void IN_LookupDown(void) { KeyDown(&in_lookup); } void IN_LookupUp(void) { KeyUp(&in_lookup); } void IN_LookdownDown(void) { KeyDown(&in_lookdown); } void IN_LookdownUp(void) { KeyUp(&in_lookdown); } void IN_MoveleftDown(void) { KeyDown(&in_moveleft); } void IN_MoveleftUp(void) { KeyUp(&in_moveleft); } void IN_MoverightDown(void) { KeyDown(&in_moveright); } void IN_MoverightUp(void) { KeyUp(&in_moveright); } void IN_SpeedDown(void) { KeyDown(&in_speed); } void IN_SpeedUp(void) { KeyUp(&in_speed); } void IN_StrafeDown(void) { KeyDown(&in_strafe); } void IN_StrafeUp(void) { KeyUp(&in_strafe); } void IN_AttackDown(void) { KeyDown(&in_attack); } void IN_AttackUp(void) { KeyUp(&in_attack); } void IN_UseDown(void) { KeyDown(&in_use); } void IN_UseUp(void) { KeyUp(&in_use); } void IN_JumpDown(void) { KeyDown(&in_jump); } void IN_JumpUp(void) { KeyUp(&in_jump); } void IN_Impulse(void) { in_impulse = atoi(Cmd_Argv(1)); } /* =============== CL_KeyState Returns 0.25 if a key was pressed and released during the frame, 0.5 if it was pressed and held 0 if held then released, and 1.0 if held for the entire time =============== */ float CL_KeyState(kbutton_t *key) { float val; bool impulsedown, impulseup, down; impulsedown = key->state & 2; impulseup = key->state & 4; down = key->state & 1; val = 0; if(impulsedown && !impulseup) { if(down) val = 0.5; // pressed and held this frame else val = 0; // I_Error (); } if(impulseup && !impulsedown) { if(down) val = 0; // I_Error (); else val = 0; // released this frame } if(!impulsedown && !impulseup) { if(down) val = 1.0; // held the entire frame else val = 0; // up the entire frame } if(impulsedown && impulseup) { if(down) val = 0.75; // released and re-pressed this frame else val = 0.25; // pressed and released this frame } key->state &= 1; // clear impulses return val; } //========================================================================== cvar_t cl_upspeed = {"cl_upspeed", "200", CVAR_NONE}; cvar_t cl_forwardspeed = {"cl_forwardspeed", "200", CVAR_ARCHIVE}; cvar_t cl_backspeed = {"cl_backspeed", "200", CVAR_ARCHIVE}; cvar_t cl_sidespeed = {"cl_sidespeed", "350", CVAR_NONE}; cvar_t cl_movespeedkey = {"cl_movespeedkey", "2.0", CVAR_NONE}; cvar_t cl_yawspeed = {"cl_yawspeed", "140", CVAR_NONE}; cvar_t cl_pitchspeed = {"cl_pitchspeed", "150", CVAR_NONE}; cvar_t cl_anglespeedkey = {"cl_anglespeedkey", "1.5", CVAR_NONE}; cvar_t cl_alwaysrun = {"cl_alwaysrun", "0", CVAR_ARCHIVE}; // QuakeSpasm -- new always run /* ================ CL_AdjustAngles Moves the local angle positions ================ */ void CL_AdjustAngles(void) { float speed; float up, down; if((in_speed.state & 1) ^ (cl_alwaysrun.value != 0.0)) speed = host_frametime * cl_anglespeedkey.value; else speed = host_frametime; if(!(in_strafe.state & 1)) { cl.viewangles[YAW] -= speed * cl_yawspeed.value * CL_KeyState(&in_right); cl.viewangles[YAW] += speed * cl_yawspeed.value * CL_KeyState(&in_left); cl.viewangles[YAW] = anglemod(cl.viewangles[YAW]); } if(in_klook.state & 1) { V_StopPitchDrift(); cl.viewangles[PITCH] -= speed * cl_pitchspeed.value * CL_KeyState(&in_forward); cl.viewangles[PITCH] += speed * cl_pitchspeed.value * CL_KeyState(&in_back); } up = CL_KeyState(&in_lookup); down = CL_KeyState(&in_lookdown); cl.viewangles[PITCH] -= speed * cl_pitchspeed.value * up; cl.viewangles[PITCH] += speed * cl_pitchspeed.value * down; if(up || down) V_StopPitchDrift(); //johnfitz -- variable pitch clamping if(cl.viewangles[PITCH] > cl_maxpitch.value) cl.viewangles[PITCH] = cl_maxpitch.value; if(cl.viewangles[PITCH] < cl_minpitch.value) cl.viewangles[PITCH] = cl_minpitch.value; //johnfitz if(cl.viewangles[ROLL] > 50) cl.viewangles[ROLL] = 50; if(cl.viewangles[ROLL] < -50) cl.viewangles[ROLL] = -50; } /* ================ CL_BaseMove Send the intended movement message to the server ================ */ void CL_BaseMove(usercmd_t *cmd) { if(cls.signon != SIGNONS) return; CL_AdjustAngles(); memset(cmd, 0, sizeof(*cmd)); if(in_strafe.state & 1) { cmd->sidemove += cl_sidespeed.value * CL_KeyState(&in_right); cmd->sidemove -= cl_sidespeed.value * CL_KeyState(&in_left); } cmd->sidemove += cl_sidespeed.value * CL_KeyState(&in_moveright); cmd->sidemove -= cl_sidespeed.value * CL_KeyState(&in_moveleft); cmd->upmove += cl_upspeed.value * CL_KeyState(&in_up); cmd->upmove -= cl_upspeed.value * CL_KeyState(&in_down); if(!(in_klook.state & 1)) { cmd->forwardmove += cl_forwardspeed.value * CL_KeyState(&in_forward); cmd->forwardmove -= cl_backspeed.value * CL_KeyState(&in_back); } // // adjust for speed key // if((in_speed.state & 1) ^ (cl_alwaysrun.value != 0.0)) { cmd->forwardmove *= cl_movespeedkey.value; cmd->sidemove *= cl_movespeedkey.value; cmd->upmove *= cl_movespeedkey.value; } } /* ============== CL_SendMove ============== */ void CL_SendMove(const usercmd_t *cmd) { int32_t i; int32_t bits; sizebuf_t buf; byte data[128]; buf.maxsize = 128; buf.cursize = 0; buf.data = data; cl.cmd = *cmd; // // send the movement message // MSG_WriteByte(&buf, clc_move); MSG_WriteFloat(&buf, cl.mtime[0]); // so server can get ping times for(i = 0 ; i < 3 ; i++) //johnfitz -- 16-bit angles for PROTOCOL_FITZQUAKE if(cl.protocol == PROTOCOL_NETQUAKE) MSG_WriteAngle(&buf, cl.viewangles[i], cl.protocolflags); else MSG_WriteAngle16(&buf, cl.viewangles[i], cl.protocolflags); //johnfitz MSG_WriteShort(&buf, cmd->forwardmove); MSG_WriteShort(&buf, cmd->sidemove); MSG_WriteShort(&buf, cmd->upmove); // // send button bits // bits = 0; if(in_attack.state & 3) bits |= 1; in_attack.state &= ~2; if(in_jump.state & 3) bits |= 2; in_jump.state &= ~2; MSG_WriteByte(&buf, bits); MSG_WriteByte(&buf, in_impulse); in_impulse = 0; // // deliver the message // if(cls.demoplayback) return; // // allways dump the first two message, because it may contain leftover inputs // from the last level // if(++cl.movemessages <= 2) return; if(NET_SendUnreliableMessage(cls.netcon, &buf) == -1) { Con_Printf("CL_SendMove: lost server connection\n"); CL_Disconnect(); } } /* ============ CL_InitInput ============ */ void CL_InitInput(void) { Cmd_AddCommand("+moveup", IN_UpDown); Cmd_AddCommand("-moveup", IN_UpUp); Cmd_AddCommand("+movedown", IN_DownDown); Cmd_AddCommand("-movedown", IN_DownUp); Cmd_AddCommand("+left", IN_LeftDown); Cmd_AddCommand("-left", IN_LeftUp); Cmd_AddCommand("+right", IN_RightDown); Cmd_AddCommand("-right", IN_RightUp); Cmd_AddCommand("+forward", IN_ForwardDown); Cmd_AddCommand("-forward", IN_ForwardUp); Cmd_AddCommand("+back", IN_BackDown); Cmd_AddCommand("-back", IN_BackUp); Cmd_AddCommand("+lookup", IN_LookupDown); Cmd_AddCommand("-lookup", IN_LookupUp); Cmd_AddCommand("+lookdown", IN_LookdownDown); Cmd_AddCommand("-lookdown", IN_LookdownUp); Cmd_AddCommand("+strafe", IN_StrafeDown); Cmd_AddCommand("-strafe", IN_StrafeUp); Cmd_AddCommand("+moveleft", IN_MoveleftDown); Cmd_AddCommand("-moveleft", IN_MoveleftUp); Cmd_AddCommand("+moveright", IN_MoverightDown); Cmd_AddCommand("-moveright", IN_MoverightUp); Cmd_AddCommand("+speed", IN_SpeedDown); Cmd_AddCommand("-speed", IN_SpeedUp); Cmd_AddCommand("+attack", IN_AttackDown); Cmd_AddCommand("-attack", IN_AttackUp); Cmd_AddCommand("+use", IN_UseDown); Cmd_AddCommand("-use", IN_UseUp); Cmd_AddCommand("+jump", IN_JumpDown); Cmd_AddCommand("-jump", IN_JumpUp); Cmd_AddCommand("impulse", IN_Impulse); Cmd_AddCommand("+klook", IN_KLookDown); Cmd_AddCommand("-klook", IN_KLookUp); Cmd_AddCommand("+mlook", IN_MLookDown); Cmd_AddCommand("-mlook", IN_MLookUp); }